﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using RaisingStudio.Xna.Graphics;

namespace WindowsGame1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game6 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        DrawingBatch drawingBatch;


        public Game6()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            drawingBatch = new DrawingBatch(GraphicsDevice);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.White);

            // TODO: Add your drawing code here
            spriteBatch.Begin();

            PresentationParameters pp = GraphicsDevice.PresentationParameters;
            int bufferWidth = pp.BackBufferWidth;
            int bufferHeight = pp.BackBufferHeight;
            int width = bufferWidth, height = bufferHeight;
            Color[] data = new Color[width * height];
            TextureContext textureContext = new TextureContext(data, width, height);

            textureContext.Begin();
            //textureContext.DrawLine(0, 0, width, height, Color.Red);
            //textureContext.DrawLine(1, 1, width - 2, height - 2, Color.Blue);
            //textureContext.DrawLine(width - 2, 1, width - 2, height - 2, Color.Yellow);

            //textureContext.DrawLine(1, 1, 100, 1, Color.Tomato);
           // textureContext.DrawRectangle(2, 3, 96, 96, Color.Green);
            textureContext.DrawFilledRectangle(4, 4, 92, 36, Color.Tan);
          //  textureContext.DrawTriangle(35, 5, 6, 65, 60, 80, Color.Black);
            textureContext.DrawFilledTriangle(36, 7, 8, 63, 69, 89, Color.Yellow); 
            textureContext.DrawPolyline(new Vector2[] { new Vector2(410, 10), new Vector2(440, 10), new Vector2(420, 20), new Vector2(440, 40), new Vector2(410, 60) }, Color.Aqua);

            textureContext.DrawEllipse(10, 10, 100, 100, Color.Red);
            textureContext.DrawEllipse(10, 10, 200, 100, Color.Red);
            textureContext.DrawEllipse(10, 10, 100, 200, Color.Red);
        //    textureContext.DrawFilledEllipse(10, 10, 100, 200, Color.Red);

            textureContext.End();

            Texture2D  texture = new Texture2D(GraphicsDevice, width, height);
            texture.SetData<Color>(data);

            spriteBatch.Draw(texture, Vector2.Zero, Color.White);

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
